32,250 Commits over 4,048 Days - 0.33cph!
Changed item container hash from massive string to CRC32 hash (eliminates GC allocs)
Eliminated GC allocs from UpdateClothingItems
Added Union64 to Rust.Global
Fixed CRC.Compute32 discarding the passed CRC value
Added CRC.Compute32 and CRC.Compute64 overloads that take numerical types
Fixed a bad check in nav_disable improvements.
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
nav_disable usage improvements and compatibility with nav_grid.
When animals fail to spawn on a navmesh they now drop a corpse on removal/kill (scientists won't).
Added schematime convar (inventory schema refresh interval)
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup
▆▆▋▅▅▍▋ ▇▌ ▆▌▋▆▌▅ █▍▄▌-▍▌▊▊
Added texture find read write enabled tool
No material filtering on tex usage report
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
improved helicopter searchlight
perhaps improved interpolator jitteriness
servergibs have proper mass
oilfireballs sort particles properly (oldest first)
Disabled mesh particle shadows on a few fx to avoid shadow bug (try again after 5.6)
fixed bradley lights on during the day
fixed bradley lights on on gibs
fixed missing ref for coax muzzle
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Geiger World model, prefab, mats, textures etc
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Added scattering/fog support to new explosion shaders
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Closing potential sources of NRE in occludees
Packed another few dozen materials
Minor tweaks to texture usage report tool
Merge from weekend_branch
Packed hazmat suit materials
Downscaled hazmat mask textures
Downscaled wood armor and roadsign vest
Downscaled heavy plate jacket and pants
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Disabled dynamic batching (experiment)
Dynamic Navmesh should include Terrain layer for navmesh generation.
reduced horizontal recoil on m92
quick distant bradley engine idle
main cannon min engagement range reduced
Bradley is GC free for targeting
Reverted some buffer pre-allocations (memory usage)
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test